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(OPTIMIZATION) THE NAMELESS KING ! THE WIZARD's NIGHTMARE! LAST BOSS
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<blockquote data-quote="Audiomancer" data-source="post: 7292592" data-attributes="member: 6881997"><p>I don't have any experience with high-level play in 5e, but I noticed a few things reading through the books:</p><p></p><p>- Some of the character's buffs (like Greater Invisibility and Pass Without Trace) require Concentration. That means, they can't all be active at the same time. To use one, you have to drop the other(s). He also can't cast any other Concentration spell while maintaining any of those buffs. And any time he takes damage, he has to make a CON check to keep his concentration up.</p><p></p><p>- His simulacrum is much weaker than he is: Only has half as many Hit Points, cannot replenish spell slots. It also does not have any of the original's magic items, so it doesn't benefit from those. Also note that a Simulacrum "obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat" (PHB, p. 276). So if you can Silence the original, he has no way to command the Sim. And, since Simulacrum is a 7th-level spell, the character can't replace It without taking a Long Rest.</p><p></p><p>- Despite all his buffs and extra spell slots, he's still just one guy, and he has a limited number of actions he can take per turn. The party should be able to take five or more, and if nothing else, overcome him through sheer numbers.</p><p></p><p>So here's the party I would build to take the character down:</p><p></p><p>Cleric or Paladin to Turn the undead, and bash any who don't get the message.</p><p></p><p>Two full casters. They either make two spell attacks per turn*, especially spells that target his weak Saves, or they take turns (one Counterspelling his magic use while the other attacks).</p><p></p><p>One ranged martial specialist (Arcane Archer?) to harass the character from a distance**</p><p></p><p>One melee martial specialist (probably a Barbarian, but a Monk might work) to get in close and make hand-to-hand attacks</p><p></p><p>(And - if the DM allowed it, one NPC Bard who doesn't participate in combat, but takes notes and composes an ode to celebrate the party's glorious victory)</p><p></p><p>* The character has Counterspell, but it's a reaction, and you only get one reaction per turn. Unless he somehow has a feature that gives him unlimited reactions. Plus, his Counterspells require him to make a spellcasting check, which means he will fail one eventually.</p><p></p><p>** Yes, the character is resistant to ranged damage. But <em>resistance</em> is not <em>immunity</em>, and any damage potentially breaks his concentration.</p></blockquote><p></p>
[QUOTE="Audiomancer, post: 7292592, member: 6881997"] I don't have any experience with high-level play in 5e, but I noticed a few things reading through the books: - Some of the character's buffs (like Greater Invisibility and Pass Without Trace) require Concentration. That means, they can't all be active at the same time. To use one, you have to drop the other(s). He also can't cast any other Concentration spell while maintaining any of those buffs. And any time he takes damage, he has to make a CON check to keep his concentration up. - His simulacrum is much weaker than he is: Only has half as many Hit Points, cannot replenish spell slots. It also does not have any of the original's magic items, so it doesn't benefit from those. Also note that a Simulacrum "obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat" (PHB, p. 276). So if you can Silence the original, he has no way to command the Sim. And, since Simulacrum is a 7th-level spell, the character can't replace It without taking a Long Rest. - Despite all his buffs and extra spell slots, he's still just one guy, and he has a limited number of actions he can take per turn. The party should be able to take five or more, and if nothing else, overcome him through sheer numbers. So here's the party I would build to take the character down: Cleric or Paladin to Turn the undead, and bash any who don't get the message. Two full casters. They either make two spell attacks per turn*, especially spells that target his weak Saves, or they take turns (one Counterspelling his magic use while the other attacks). One ranged martial specialist (Arcane Archer?) to harass the character from a distance** One melee martial specialist (probably a Barbarian, but a Monk might work) to get in close and make hand-to-hand attacks (And - if the DM allowed it, one NPC Bard who doesn't participate in combat, but takes notes and composes an ode to celebrate the party's glorious victory) * The character has Counterspell, but it's a reaction, and you only get one reaction per turn. Unless he somehow has a feature that gives him unlimited reactions. Plus, his Counterspells require him to make a spellcasting check, which means he will fail one eventually. ** Yes, the character is resistant to ranged damage. But [I]resistance[/I] is not [I]immunity[/I], and any damage potentially breaks his concentration. [/QUOTE]
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